From the course: Maya: Game Prop Creation
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Painting a specular map
In this video I will paint a specular map to go along with a color map I have drawn from the occlusion. I will do one for the shutter and for the Toolbox. Specular maps are important. As we can see as I orbit around ,the shine is uniform on these objects, the color looks like it should vary, and it does because of the rust in the blue. But as we spin, with that uniform shine it spoils the illusion. So painting a good specular map to compliment color and normal is essential. I will go into Photoshop and use the existing color to paint the specular. Here in Photoshop I have got the latest versions of my texture open. I have got my rusty Toolbox and my shutters up, and I am ready to get a specular map going for both of them. To paint a specular map I need to think of where is it shiny and not shiny. I have got two things going on here in the shutter as an example. There is the dirt here in the corners, plus there's the scratchiness in the color map. What I will do for the specular map is…
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Contents
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Overview of ambient occlusion and specularity5m 55s
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Setting up ambient occlusion as a texture7m 3s
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Using ambient occlusion as a foundation for dirt6m 44s
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Using ambient occlusion as a foundation for rust10m 5s
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Painting a specular map6m 48s
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Streamlining the import process: Placing maps in the right channels4m 29s
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